#version 450 core

layout(location = 0) in vec3 positionOS;
layout(location = 1) in vec2 uv;
layout(location = 2) in vec3 normalOS;

out Varyings
{
    vec2 uv;
} outputs;

uniform mat4 objectToWorldMatrix;
uniform mat4 vpMatrix;

void main()
{
    outputs.uv = uv;
    gl_Position = vpMatrix * (objectToWorldMatrix * vec4(positionOS, 1.0));
}
